fix(WeaponInfo): fix several offsets and add new ones from #1. (#136)

1. Fixed wrong offsets.
2. Added most offsets from #1 and corrected offsets after 0x8c8.
This commit is contained in:
張致強 2023-09-08 04:02:16 +08:00 committed by GitHub
parent b4557c6904
commit fa353bafe8
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@ -49,6 +49,81 @@ enum class eWeaponWheelSlot : int32_t
ThrowableSpecial ThrowableSpecial
}; };
class sWeaponFx
{
public:
enum class eEffectGroup : int32_t
{
PunchKick,
MeleeWood,
MeleeMetal,
MeleeSharp,
_0x260647E1,
PistolSmall,
PistalLarge,
_0x2491FC7D,
_0xA5EDC328,
SMG,
ShotGun,
RifleAssualt,
RifleSniper,
Rocket,
Grenade,
Molotov,
_0x85D962A7,
Explosion,
Laser,
Stungun,
HeavyMG,
VehicleMG
} m_effect_group; //0x00
uint32_t m_flash_fx_hash; //0x04
uint32_t m_flash_fx_alt_hash; //0x08
uint32_t m_flash_fx_fp_hash; //0x0C
uint32_t m_flash_fx_fp_alt_hash; //0x10
uint32_t m_smoke_fx_hash; //0x14
uint32_t m_smoke_fx_fp_hash; //0x18
float m_muzzle_smoke_fx_min_level; //0x1C
float m_muzzle_smoke_fx_inc_per_shot; //0x20
float m_muzzle_smoke_fx_dec_per_sec; //0x24
char pad_28[8];
rage::fvector3 m_muzzle_override_offset; //0x30
char pad_3C[8];
uint32_t m_shell_fx_hash; //0x44
uint32_t m_shell_fx_fp_hash; //0x48
uint32_t m_tracer_fx_hash; //0x4C
uint32_t m_ped_damage_hash; //0x50
float m_tracer_fx_chance_sp; //0x54
float m_tracer_fx_chance_mp; //0x58
char pad_5C[4];
float m_flash_fx_chance_sp; //0x60
float m_flash_fx_chance_mp; //0x64
float m_flash_fx_alt_chance; //0x68
float m_flash_fx_scale; //0x6C
uint8_t m_flash_fx_light_enabled; //0x70
uint8_t m_flash_fx_light_casts_shadows; //0x71
char pad_72[2];
float m_flash_fx_light_offset_dist; //0x74
char pad_78[8];
rage::fvector3 m_flash_fx_light_rgba_min; //0x80
char pad_8C[4];
rage::fvector3 m_flash_fx_light_rgba_max; //0x90
char pad_9C[4];
rage::fvector2 m_flash_fx_light_intensity_minmax; //0xA0
rage::fvector2 m_flash_fx_light_range_minmax; //0xA8
rage::fvector2 m_flash_fx_light_falloff_minmax; //0xB0
uint8_t m_ground_disturb_fx_enabled; // 0xB8
char pad_B9[3];
float m_ground_disturb_fx_dist; //0xBC
uint32_t m_ground_disturb_fx_name_default_hash; //0xC0
uint32_t m_ground_disturb_fx_name_sand_hash; //0xC4
uint32_t m_ground_disturb_fx_name_dirt_hash; //0xC8
uint32_t m_ground_disturb_fx_name_water_hash; //0xCC
uint32_t m_ground_disturb_fx_name_foliage_hash; //0xD0
char pad_D4[12];
} m_weapon_fx;
static_assert(sizeof(sWeaponFx) == 0xE0);
class AimingInfo; class AimingInfo;
class CWeaponInfo : public CItemInfo class CWeaponInfo : public CItemInfo
{ {
@ -135,7 +210,25 @@ public:
float m_spin_time; //0x0148 float m_spin_time; //0x0148
float m_spindown_time; //0x014C float m_spindown_time; //0x014C
float m_alternate_wait_time; //0x0150 float m_alternate_wait_time; //0x0150
char pad_0154[296]; //0x0154 float m_bullet_bending_near_radius; //0x0154
float m_bullet_bending_far_radius; //0x0158
float m_bullet_bending_zoom_radius; //0x015C
float m_first_person_bullet_bending_near_radius; //0x0160
float m_first_person_bullet_bending_far_radius; //0x0164
float m_first_person_bullet_bending_zoom_radius; //0x0168
char pad_016C[4];
sWeaponFx m_weapon_fx; //0x0170
int32_t m_initial_rumble_duration; //0x0250
float m_initial_rumble_intensity; //0x0254
float m_initial_rumble_intensity_trigger; //0x0258
int32_t m_rumble_duration; //0x025C
float m_rumble_intensity; //0x0260
float m_rumble_intensity_trigger; //0x0264
float m_rumble_damage_intensity; //0x0268
int32_t m_initial_rumble_duration_fps; //0x026C
float m_initial_rumble_intensity_fps; //0x0270
int32_t m_rumble_duration_fps; //0x0274
float m_rumble_intensity_fps; //0x0278
float m_network_player_damage_modifier; //0x027C float m_network_player_damage_modifier; //0x027C
float m_network_ped_damage_modifier; //0x0280 float m_network_ped_damage_modifier; //0x0280
float m_network_headshot_modifier; //0x0284 float m_network_headshot_modifier; //0x0284
@ -145,8 +238,10 @@ public:
float m_ai_potential_blast_event_range; //0x0294 float m_ai_potential_blast_event_range; //0x0294
float m_damage_fall_off_range_min; //0x0298 float m_damage_fall_off_range_min; //0x0298
float m_damage_fall_off_range_max; //0x029C float m_damage_fall_off_range_max; //0x029C
float m_damage_fall_off_modifier; //0x02A0 char pad_02A0[8];
uint32_t m_vehicle_weapon_hash; //0x02A4 float m_damage_fall_off_modifier; //0x02A8
char pad_02AC[8];
uint32_t m_vehicle_weapon_hash; //0x02B4
uint32_t m_default_camera_hash; //0x02B8 uint32_t m_default_camera_hash; //0x02B8
uint32_t m_aim_camera_hash; //0x02BC uint32_t m_aim_camera_hash; //0x02BC
uint32_t m_fire_camera_hash; //0x02C0 uint32_t m_fire_camera_hash; //0x02C0
@ -154,21 +249,107 @@ public:
uint32_t m_cover_ready_to_fire_hash; //0x02C8 uint32_t m_cover_ready_to_fire_hash; //0x02C8
uint32_t m_run_and_gun_camera_hash; //0x02CC uint32_t m_run_and_gun_camera_hash; //0x02CC
uint32_t m_cinematic_shooting_camera_hash; //0x02D0 uint32_t m_cinematic_shooting_camera_hash; //0x02D0
uint32_t m_alt_or_scoped_camera_hash; //0x002D4 uint32_t m_alt_or_scoped_camera_hash; //0x02D4
uint32_t m_run_and_gun_alt_or_scoped_camera_hash; //0x02D8 uint32_t m_run_and_gun_alt_or_scoped_camera_hash; //0x02D8
uint32_t m_cinematic_shooting_alt_or_scoped_camera_hash; //0x2DC uint32_t m_cinematic_shooting_alt_or_scoped_camera_hash; //0x02DC
uint32_t m_pov_turret_camera_hash; //0x2E0 uint32_t m_pov_turret_camera_hash; //0x02E0
uint32_t m_recoil_shake_hash; //0x02E4 uint32_t m_recoil_shake_hash; //0x02E4
uint32_t m_recoil_shake_hash_first_person; //0x02E8 uint32_t m_recoil_shake_hash_first_person; //0x02E8
float m_min_time_between_recoil_shakes; //0x02EC uint32_t m_accuracy_offset_shake_hash; //0x02EC
float m_recoil_shake_amplitude; //0x02F0 float m_min_time_between_recoil_shakes; //0x02F0
float m_explosion_shake_amplitude; //0x02F4 float m_recoil_shake_amplitude; //0x02F4
float m_explosion_shake_amplitude; //0x02F8
float m_camera_fov; //0x02FC float m_camera_fov; //0x02FC
float m_first_person_aim_fov_min; //0x0300 float m_first_person_aim_fov_min; //0x0300
float m_first_person_aim_fov_max; //0x0300 float m_first_person_aim_fov_max; //0x0304
float m_first_person_scope_fov; //0x0308 float m_first_person_scope_fov; //0x0308
float m_first_person_scope_attachment_fov; //0x030C float m_first_person_scope_attachment_fov; //0x030C
char pad_00310[636]; //0x00310 rage::fvector3 m_first_person_driveby_ik_offset; //0x0310
char pad_031C[4];
rage::fvector3 m_first_person_rng_offset; //0x0320
char pad_032C[4];
rage::fvector3 m_first_person_rng_rotation_offset; //0x0330
char pad_033C[4];
rage::fvector3 m_first_person_lt_offset; //0x0340
char pad_034C[4];
rage::fvector3 m_first_person_lt_rotation_offset; //0x0350
char pad_035C[4];
rage::fvector3 m_first_person_scope_offset; //0x0360
char pad_036C[4];
rage::fvector3 m_first_person_scope_attachment_offset; //0x0370
char pad_037C[4];
rage::fvector3 m_first_person_scope_rotation_offset; //0x0380
char pad_038C[4];
rage::fvector3 m_first_person_scope_attachment_rotation_offset; //0x0390
char pad_039C[4];
rage::fvector3 m_first_person_as_third_person_idle_offset; //0x03A0
char pad_03AC[4];
rage::fvector3 m_first_person_as_third_person_rng_offset; //0x03B0
char pad_03BC[4];
rage::fvector3 m_first_person_as_third_person_lt_offset; //0x03C0
char pad_03CC[4];
rage::fvector3 m_first_person_as_third_person_scope_offset; //0x03D0
char pad_03DC[4];
rage::fvector3 m_first_person_as_third_person_weapon_blocked_offset; //0x03E0
char pad_03EC[4];
float m_first_person_dof_subject_magnification_power_factor_near; //0x03F0
float m_first_person_dof_max_near_in_focus_distance; //0x03F4
float m_first_person_dof_max_near_in_focus_distance_blend_level; //0x03F8
char pad_03FC[4];
char m_first_person_scope_attachment_data[16]; //0x0400
float m_zoom_factor_for_accurate_mode; //0x0410
char pad_0414[12];
rage::fvector3 m_aim_offset_min; //0x0420
char pad_042C[4];
rage::fvector3 m_aim_offset_max; //0x0430
char pad_043C[4];
rage::fvector2 m_torso_aim_offset; //0x0440
rage::fvector2 m_torso_crouched_aim_offset; //0x0448
float m_aim_probe_length_min; //0x0450
float m_aim_probe_length_max; //0x0454
char pad_0458[8];
rage::fvector3 m_aim_offset_min_fps_idle; //0x0460
char pad_046C[4];
rage::fvector3 m_aim_offset_med_fps_idle; //0x0470
char pad_047C[4];
rage::fvector3 m_aim_offset_max_fps_idle; //0x0480
char pad_048C[4];
rage::fvector3 m_aim_offset_min_fps_lt; //0x0490
char pad_049C[4];
rage::fvector3 m_aim_offset_max_fps_lt; //0x04A0
char pad_04AC[4];
rage::fvector3 m_aim_offset_min_fps_rng; //0x04B0
char pad_04BC[4];
rage::fvector3 m_aim_offset_max_fps_rng; //0x04C0
char pad_04CC[4];
rage::fvector3 m_aim_offset_min_fps_scope; //0x04D0
char pad_04DC[4];
rage::fvector3 m_aim_offset_max_fps_scope; //0x04E0
char pad_04EC[4];
rage::fvector3 m_aim_offset_end_pos_min_fps_idle; //0x04F0
char pad_04FC[4];
rage::fvector3 m_aim_offset_end_pos_med_fps_idle; //0x0500
char pad_050C[4];
rage::fvector3 m_aim_offset_end_pos_max_fps_idle; //0x0510
char pad_051C[4];
rage::fvector3 m_aim_offset_end_pos_min_fps_lt; //0x0520
char pad_052C[4];
rage::fvector3 m_aim_offset_end_pos_med_fps_lt; //0x0530
char pad_053C[4];
rage::fvector3 m_aim_offset_end_pos_max_fps_lt; //0x0540
char pad_054C[4];
float m_probe_radius_override_fps_idle; // 0x0550
float m_probe_radius_override_fps_idle_stealth; // 0x0554
float m_probe_radius_override_fps_lt; // 0x0558
float m_probe_radius_override_fps_rng; // 0x055C
float m_probe_radius_override_fps_scope; // 0x0560
char pad_0564[12];
rage::fvector3 m_left_hand_ik_offset; //0x0570
char pad_057C[4];
float m_ik_recoil_displacement; //0x0580
float m_ik_recoil_displacement_scope; //0x0584
float m_ik_recoil_displacement_scale_backward; //0x0588
float m_ik_recoil_displacement_scale_vertical; //0x058C
rage::fvector2 m_reticule_hud_position; //0x0590 rage::fvector2 m_reticule_hud_position; //0x0590
rage::fvector2 m_reticule_hud_position_pov_turret; //0x0598 rage::fvector2 m_reticule_hud_position_pov_turret; //0x0598
float m_reticule_min_size_standing; //0x05A0 float m_reticule_min_size_standing; //0x05A0
@ -186,7 +367,8 @@ public:
int8_t m_hud_speed; //0x05CA int8_t m_hud_speed; //0x05CA
int8_t m_hud_capacity; //0x05CB int8_t m_hud_capacity; //0x05CB
int8_t m_hud_accuracy; //0x05CC int8_t m_hud_accuracy; //0x05CC
float m_hud_range; //0x05CD int8_t m_hud_range; //0x05CD
char pad_05CE[2];
float m_aiming_breathing_additive_weight; //0x05D0 float m_aiming_breathing_additive_weight; //0x05D0
float m_firing_breathing_additive_weight; //0x05D4 float m_firing_breathing_additive_weight; //0x05D4
float m_stealth_aiming_breathing_additive_weight; //0x5D8 float m_stealth_aiming_breathing_additive_weight; //0x5D8
@ -196,5 +378,25 @@ public:
float m_stealth_aiming_lean_additive_weight; //0x05E8 float m_stealth_aiming_lean_additive_weight; //0x05E8
float m_stealth_firing_lean_additive_weight; //0x05EC float m_stealth_firing_lean_additive_weight; //0x05EC
char m_stat_name[8]; //0x05F0 char m_stat_name[8]; //0x05F0
}; //Size: 0x05E8 int32_t m_knockdown_count; //0x05F8
static_assert(sizeof(CWeaponInfo) == 0x5E8); float m_killshot_impulse_scale; //0x05FC
uint32_t m_nm_shot_tuning_set_hash; //0x0600
char pad_0604[764];
uint64_t m_weapon_flags_bitset[3]; //0x0900
char m_tint_spec_values[8]; //0x0918
char m_firing_pattern_aliases[8]; //0x0920
char m_reload_upper_body_fixup_expression_data[8]; //0x0928
uint32_t m_target_sequence_group_hash; //0x0930
float m_bullet_direction_offset_in_degrees; //0x0934
float m_bullet_direction_pitch_offset; //0x0938
float m_bullet_direction_pitch_homing_offset; //0x093C
float pad_0940[5];
float m_expand_ped_capsule_radius; //0x0954
float m_vehicle_attack_angle; //0x0958
float m_torso_ik_angle_limit; //0x095C
float pad_0960;
float m_melee_right_fist_target_health_damage_scaler; //0x0964
float m_airborne_aircraft_lock_on_multiplier; //0x0968
float m_armoured_vehicle_glass_damage_override; //0x096C
};
static_assert(sizeof(CWeaponInfo) == 0x0970);